Tag Archives: 1.0.5

For those about to rock…

Heavy MetalAnd so the next live event begins with todays patch. Im actually somewhat excited about this one. It seems that the team made the tasks pretty easy to do, so anyone with any desire to try out the classes a week before they are available to the open public should be able to obtain the reward. (that means you Marv!)

Im not sure about needing the final reward, but the idea of obtaining a trophy and a sweet looking cloak interests me:

heavy-metal-cloak 

On a side note, they have held off on updating the game with the class balances untill after the live event. SO, this means we will see one more patch (1.0.6) before the big 1.1 release. Wait…so then what was 1.1 again? Wasn’t 1.1 supposed to be the game balance/class adding/mail fixing/everything under the sun patch? I guess Mythic figured its best to fix things based on priority. Good thing! You can see today’s patch notes here…

1.0.5 part duex

and the reasons and current plans for 1.0.6 here…

From the desk of Mark Jacobs 

I like that they are re-evaluating the 3 biggest concerns that people had from the initial patch notes. Good news for Runepriests escpecially seeing as your HoTs will now not be touched and the GRANDE HEAL has had its cast time lowered in order to lower the chances of the heal being reduced by combat. So, they turned the nerf,…into a buff!

They are also doing more tests with the Ironbreakers, Bright Wizzies and Sorcerers to make sure that dont over-nerf. I hope they get this all figured out before the new tanks are available for play (since the Black Guard uses a similar mechanic as the Ironbreaker).

In honor of the “Heavy Metal” theme, I plan seting up a nice playlist on my iPod and rocking out as I play tonight. You may even see the return of DJ Slurm over vent.

LETS ROCK!

bloodsport

1.0.4b…

grand_poobahI believe Mythic wants to make certain that 1.0.5 is done right and will test its brains out. But, its seems that there are some goodies that Mythic knew we didnt want to wait for and are releasing them via 1.0.4b.

Heres the patch notes.

-First off it seems that Mythic has taken my suggestion to add more loot bags for keep taking. (yeah im sure it was just me that suggested it AND they read this blog…naysayers!) I say Kudos, I think If 1 full group could possibly take a keep, each member deserves a bag, but regardless of how many people are on the raid, you now have twice the chance at a nice reward.

-Population balance between Scenarios?!?!? YAAAAY! Hopefully this will put them popping on an even keel. I’m actually quite thankful before we get our rerolled characters to tier 3. I played some scenarios in T3 with the Witch Hunter and I can attest that YES, Tor Anroc is the only one that pops during peak hours….and I dont like it. I have had the chance to play a couple of the other T3 Scenarios are they were a BLAST! Cant wait to get the Engineer to 22 and start rockin’.

-And the only other fantastic news was the addition to Rally Masters at all Warcamps….HOORAH! Only question I have is: Are there currently Warcamps in zones that we could not fly to that will now enable us to fly there? (did that make sense?) For example: There is a Elf Zone that we could not fly to as Order, is this now open to us? Because I’d love to do some Questing there, I just never went because it made me feel somewhat stuck there. (I hate running after tasting the speed of a mount). Regardless….this addition of flight paths will surely quell the anger of our grand poo-bah.

See you in game!

1.0.5 goes to the test servers…

BalanceWell the big update that most of us have been waiting for is one step closer to hitting our patchers. No, I speak not of the 1.1 patch which will bring us 2 new tanks, I speak of the first batch of class buffs/nerfs. We can now see what Mythic has been working on behind the scenes to ensure a good balance for the classes. Heres the link…

1.0.5

It seems most of the classes got increases in damage to some abilities (some more than others of course) and the only real nerfing that went on was the insta-cast root/snares used by all the ranged DPS classes. The roots now have a longer recast timer, but a decreased AP cost….I don’t really see a problem with this I guess, the primary purpose of this ability on design was to get out of sticky situations, and now it will most likely be used for just that.

Overall I think the nerfs/upgrades seem well done, but I’ll let you guys review the notes and decide for yourself.

*edit* Going to agree with Grom, I dont think DoT ticks should have a chance to expel the AOE Roots, and if they are going to let damage take away a root, they shouldnt have lowered the immunity on it.

See you in game!